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  #11  
Old February 3rd, 2005, 05:53 PM

tja tja is offline
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Default Re: Q on experience

Well from what you folks write I guess I have to put more emphasis on training facilities.
@brian:
I thought only one trining facility per system is effective??
Talisman is out since my race is not religious.

oh, and: I switched from fast combat to slow via options and really it weren't my weak old eyes - my ships really shot only into the vacuum while my enemy ... well usually gets a scary 100% hit to fire ratio (yes, without a talisman)
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  #12  
Old February 3rd, 2005, 05:54 PM

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Default Re: Q on experience

Alneyan THANKS!
I *love* working links!
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  #13  
Old February 3rd, 2005, 05:55 PM
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Default Re: Q on experience

Sounds like it is simply training and possibly also Culture and Racial Aptitude. If you are playing against a non-psychic AI then it is probably Cultural and Racial, since the AI only trains its ships and fleets by accident.

TDM Mod Pack makes the AI more likely to max Cultural and Racial mods out the way human players of the unmodded game do.

Yes Neural Nets require an experienced (or trained) ship. It's also a unique (from ruins) tech area.

PvK
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  #14  
Old February 3rd, 2005, 05:58 PM

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Default Re: Q on experience

Are experienced ships still more effective than unexperienced within a fleet which has -say- 0% experience?
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  #15  
Old February 3rd, 2005, 06:05 PM
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Default Re: Q on experience

Facilities are one per planet, so putting several facilities on the same planet will not help, but putting them on moons will work. System-wide training (the Psychic facilities) are one per system, but they stack with regular facilities.

Ship and fleet experience are unrelated, so you do not need to have any fleet experience at all to benefit from having a 50% experienced vessel. They are rather training at two different levels: tactical level and strategical level, the latter being far easier to achieve in SEIV.
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  #16  
Old February 3rd, 2005, 06:17 PM

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Default Re: Q on experience

Hey thanks Alneyan!
I'll put that knowledge to good use.
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  #17  
Old February 5th, 2005, 02:19 AM
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Default Re: Q on experience

I know the extra % for offense/defense is to give you a better chance of hitting or dodging.
For example, if you had 50% to-hit, then flipping a coin would sorta determine whether you hit the enemy or not. So I guess in tja's case, tja might just had that bad no-hit streak.
But what happens if you had 100% to-hit without the Talisman (is this possible, by the way?)? Would this mean that you would always hit/dodge?
Any comments?
PS. Has anyone also noticed that sometimes when you're using direct fire weapons if you aim at a certain spot on enemy ships (different spots for different species) you can get a higher chance of hitting the ship (this is also done by firing a couple weapons at a time and not the whole weapon bank.)
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  #18  
Old February 5th, 2005, 03:09 AM
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Default Re: Q on experience

Without the talisman, the maximum chance to hit is 99%. There is also a minimum of 1% chance to hit.
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  #19  
Old February 5th, 2005, 03:25 AM
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Default Re: Q on experience

Quote:
Aris_Sung said:
PS. Has anyone also noticed that sometimes when you're using direct fire weapons if you aim at a certain spot on enemy ships (different spots for different species) you can get a higher chance of hitting the ship (this is also done by firing a couple weapons at a time and not the whole weapon bank.)
By "spots," what do you mean exactly? Different angles? Such as from the "south" as opposed to from the "north?"
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  #20  
Old February 5th, 2005, 03:41 AM
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Default Re: Q on experience

Hey Fyron,
Yeah, 'spots' isn't a very good way to describe something, eh?
What I mean is that on the picture of the ship that you are shooting at, there's a certain place (like the front of the ship, the back of the ship, most times somewhere in the middle of the ship)where if you place your mouse carefully over it, you'll almost be certain to hit the ship.
Of course, it could just be me hallucinating or just lucky to have good weapons officers.
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